Are you talking about Hooktusk? She's amazing with Murlocs, imo. Her early game advantage is one of the best in the game with a T1 token minion. Her T3 tavern turns generate easy triples converting Seers and Felfins into Warleaders and Old Murk-Eyes. And at T5 you get extra chances at Brann, Bagurgle, and Primalfin every time you triple into a T6. She'll still be T1, imo.
Oh, wow. Vashj appears bugged - and quite badly indeed. Upgrade on turn 5, with three gold to buy - and get told 'minions can't attack the turn they come in', and the same on turn 7. New contender for most useless hero? :P
Oh, wow. Vashj appears bugged - and quite badly indeed. Upgrade on turn 5, with three gold to buy - and get told 'minions can't attack the turn they come in', and the same on turn 7. New contender for most useless hero? :P
Oh, wow. Vashj appears bugged - and quite badly indeed. Upgrade on turn 5, with three gold to buy - and get told 'minions can't attack the turn they come in', and the same on turn 7. New contender for most useless hero? :P
Why "new"? :D
Heh, yeah, not the best, even when working. But when it's that or other trash tiers, you take what you can get :)
Maybe the trick with Aranna Starseeker is just to play normal. Seeing two extra minions on Tier 4/5 is kinda like getting an extra roll every 2.5 time the tavern gets refreshed. That's almost like Nozdormu by committee.
Of course, a large part of the power of Nozdormu is the free rerolls really improve the chances of selecting good minions in the first few turns when other heroes can't afford to reroll at all, and that doesn't apply to Aranna. And when you get to Tavern 6 and are looking only for one specific thing, you only see that "equivalent reroll" every 6 times you refresh. Basically once when you spend a whole turn rolling down.
//
One thing I really like is the structure, however. The concept of a passive benefit that is really only active on later turns is a really good idea.
Could Nefarian's AOE be free, if it didn't come online until you reach Tavern 3 or 4? I'd love to see Ragnaros come back, and maybe he starts off throwing only little baby 1-damage fireballs, but as you level or reroll or use his hero power more, they get serious. Three or four big ones, or maybe they start sniping like Zapp. Maybe Putricide's hero power is free, but it gives +2 attack per tavern tier. +2 attack on one minion at Tavern 1 is meh. Helps an early trade. +4 at Tavern 2 means your Spawn can clear breakpoints, or Rat Pack does it's thing well. +6 on a Tavern 3 Divine Shield minion is a good start, and so forth.
The dev team only balances towards aggro, in all game modes.
But they did an especially bad job with Pirates, canon and macaw which are "who goes first wins" designs. Pirates would have been way more fun as a tavern-centric tribe ( like with hogger ) than a stupid coin flip tribe.
I gotta say, the meta is very stale already. Pirates just don't work and with Macaw nerf and mechs being so utterly weak I've seen Murlocs win every single game in the past two days with a dragon or two outlier. Nothing else.
I tested my "high-roll or bust" strategy and ON AVERAGE it really does work out. Also had quite a bid of bad luck in those other games, but as it stands, you do rank up consistently over time in the current meta.
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Oh, my bad. Garbage indeed. Carry on.
Oh, wow. Vashj appears bugged - and quite badly indeed. Upgrade on turn 5, with three gold to buy - and get told 'minions can't attack the turn they come in', and the same on turn 7. New contender for most useless hero? :P
Why "new"? :D
Heh, yeah, not the best, even when working. But when it's that or other trash tiers, you take what you can get :)
I just got second with her playing Demons. Basically guaranteed golden Wrathweavers and Soul Jugglers.
It also helps that the Demon endgame is at TT5, so being behind in tiers is not as punishing.
Maybe the trick with Aranna Starseeker is just to play normal. Seeing two extra minions on Tier 4/5 is kinda like getting an extra roll every 2.5 time the tavern gets refreshed. That's almost like Nozdormu by committee.
Of course, a large part of the power of Nozdormu is the free rerolls really improve the chances of selecting good minions in the first few turns when other heroes can't afford to reroll at all, and that doesn't apply to Aranna. And when you get to Tavern 6 and are looking only for one specific thing, you only see that "equivalent reroll" every 6 times you refresh. Basically once when you spend a whole turn rolling down.
//
One thing I really like is the structure, however. The concept of a passive benefit that is really only active on later turns is a really good idea.
Could Nefarian's AOE be free, if it didn't come online until you reach Tavern 3 or 4? I'd love to see Ragnaros come back, and maybe he starts off throwing only little baby 1-damage fireballs, but as you level or reroll or use his hero power more, they get serious. Three or four big ones, or maybe they start sniping like Zapp. Maybe Putricide's hero power is free, but it gives +2 attack per tavern tier. +2 attack on one minion at Tavern 1 is meh. Helps an early trade. +4 at Tavern 2 means your Spawn can clear breakpoints, or Rat Pack does it's thing well. +6 on a Tavern 3 Divine Shield minion is a good start, and so forth.
Pretty cool meta. Cant even survive to get to 10 gold these days unless your Pirates or high roll like a god.
https://www.youtube.com/watch?v=aMEvsjhJRkQ
The first joke clip is on point.
You Highroll the perfect builds or you are fucked in a very short time.
And the balancing patch changed like nothing...as I said before.
I don't know what is wrong in the Dev team right now, but no matter which mode, the balancing in the year so far was a disaster.
The dev team only balances towards aggro, in all game modes.
But they did an especially bad job with Pirates, canon and macaw which are "who goes first wins" designs. Pirates would have been way more fun as a tavern-centric tribe ( like with hogger ) than a stupid coin flip tribe.
I gotta say, the meta is very stale already. Pirates just don't work and with Macaw nerf and mechs being so utterly weak I've seen Murlocs win every single game in the past two days with a dragon or two outlier. Nothing else.
I tested my "high-roll or bust" strategy and ON AVERAGE it really does work out. Also had quite a bid of bad luck in those other games, but as it stands, you do rank up consistently over time in the current meta.